Diablo 3 Discussion Thread

I've got around 150 hours in RoS and no SoJ, no RoRG and none of the elemental rings/amulets like Julia's cameo. The grind on the jewelry is ridiculous, plain and simple. It is often what sets apart T2 and T4. If I had a RoRG on my crusader I could easily do T4 instead of T3. After 100+ act 1 caches I said screw it and am looking forward to this patch fixing that.

Got a RoRG after like 10 Act 1 caches on my DH when I wasn't even trying to get it, it's an average one but it's better than nothing. My issue is I get no set armor items on my DH, literally none, not even Blackthorns. I have a couple set item plans but not anything I'd start using the ring for (still don't have aughild's or asheara's). First world D3 problems...

Thing I'm most pumped for with this patch is the %dmg fix. I rolled +10% on my thunderfury and decided to keep it and wait. Should see a nice dps boost from that. Also getting another cold damage hatred generator on DH is awesome especially since it's devouring arrow. one of, if not the best, single target dps skill the DH has. I have a cold damage DH and I'm sick of using entangling shot.
 
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Patch tomorrow most likely. Datamined patch notes below. Tons of class changes. Crusaders getting buffed. No surprise there. No more movement speed penalty for 2handers. More community events like 100% increased legendary drop event, etc.

http://www.diablofans.com/news/48064-datamined-patch-2-0-5-class-changes-and-strings

Hmm, the crusader changes look interesting. So any ideas what Hellskull will do now?

Been using one on my crusader to avoid the movement penalty, guess I could switch to something like Lidless with an elemental bonus.
 
Jebus, Crusaders got cranked up to 11. All of those changes plus their inherent damage reduction got increased to 30% (to match Barb and Monk) from 15%.

Bunch of meh, as usual, for Monk. Few element changes and some buffs to bells, but still not enough to be worthwhile vs. LTK.
 
Jebus, Crusaders got cranked up to 11. All of those changes plus their inherent damage reduction got increased to 30% (to match Barb and Monk) from 15%.

Bunch of meh, as usual, for Monk. Few element changes and some buffs to bells, but still not enough to be worthwhile vs. LTK.

Monks are the new WoW Hunters. Just living on the back burner for years :D
 
Lol! The "hermit run" has been fixed! They added some arachnids (which I can only assume have been magically-bound) to the area so it isn't a lonely walk anymore.
 
I logged in and found the awareness change for my DH. 14.5 mil -> 19.7 for my balance build. My T5/6 set is now 30 mil toughness. So my weakest set combo (Marauder's set is now 15 mil toughness)

I liked the dodge increase TBH. It meant a free miss from explosions, big wind up hits etc. Now I'm at a 37% dodge chance that I will be smoked 63% of the time. Not sure how that will work out.

I've got a fire SoJ to play with for the DH and lightning one for the monk. I will experiment with it now some more tonight
 
Jebus, Crusaders got cranked up to 11. All of those changes plus their inherent damage reduction got increased to 30% (to match Barb and Monk) from 15%.

Bunch of meh, as usual, for Monk. Few element changes and some buffs to bells, but still not enough to be worthwhile vs. LTK.

Yeah, those Jengaboard blessed shield Crusaders are going to be straight up destroying things now.

Oh well, I'm excited since it sounds like my maximus fire crusader should be better. Was almost impossible finding fire skills to round it out before, was resorting to doubling up on secondary attacks (fire hammers and the large fire sweep attack, in addition to superheated, the critical aura, and the fire akkarat). Build is mostly about waiting for the maximus demon to proc and then running around in flaming boots.
 
Yeah, those Jengaboard blessed shield Crusaders are going to be straight up destroying things now.

Oh well, I'm excited since it sounds like my maximus fire crusader should be better. Was almost impossible finding fire skills to round it out before, was resorting to doubling up on secondary attacks (fire hammers and the large fire sweep attack, in addition to superheated, the critical aura, and the fire akkarat). Build is mostly about waiting for the maximus demon to proc and then running around in flaming boots.

Sounds to me like they nerfed the Jenga/Blessed Crusader by 100%.
 
Now I kinda regret not lvling a crusader.:(

Takes no time to level one now. Just start a game on T6 with your low level Crusader. Invite your level 70 buddy and destroy things. The low level character has to start the group for it to work unless they fixed it in this last patch.
 
how do you figure? Im at work cant get at the patch notes. Were their any nerfs for fetish witch doctors?

Here ya go!
http://us.battle.net/d3/en/blog/14138344/?cid=social_20140513_23823474

Diablo III patch 2.0.5 is now live in the Americas. Check out the full patch notes below to learn all about the latest changes.

Important: Please note that you will not be prompted to download patch 2.0.5 until the patch is live in your home region. If you are logging in from a European or Asian client, you will need to wait for this patch to release in that region before it can be installed. Additionally, if your home region is in the Americas, you will be unable to log into Europe or Asia using Global Play after patch 2.0.5 is live until those regions have also patched.

Diablo III Patch 2.0.5 - v2.0.5.23920

Visit our Bug Report forum for a list of known issues.
For a list of up to date hotfixes, please go here.
Table of Contents

General
Classes
Barbarian
Crusader
Demon Hunter
Monk
Witch Doctor
Wizard
Items
Class-Specific Items
Bug Fixes
Adventure Mode
Horadric Caches
Bounty Rewards
Kadala
Nephalem Rifts
Crafting
Blacksmith
Jeweler
Mystic
Followers
Templar
Monsters
User Interface
Bug Fixes
Bug Fixes

GENERAL

Increased the radius of "Strength in Numbers" (multiplayer buff) from 100 to 200 yards
Gold Find on items will now stack multiplicatively with the Gold Find bonus provided from game difficulty
This significantly increases the gold reward most players will see when playing on higher difficulty levels or wearing Gold Find gear.
Example: Suppose you are playing on Master (+200% Gold Find) and have 50% Gold Find awarded from items. A pile of gold drops that would normally be 50 gold. Your Difficulty bonus increases the 50 gold to 150 gold. Your 50% Gold Find will now increase the 150 gold to 225 gold.
The 300% Gold Find cap applied to items and Paragon Points has been removed
The Vote Kick system has received several changes to make it less restrictive:
Vote Kicking is now available after you have been in a game for 2 minutes (down from 5 minutes)
Killing a champion or rare pack no longer disables vote kicking for 15 seconds
After a boss kill, vote kicking is disabled for 15 seconds (down from 3 minutes)
Some additional restrictions were also relaxed
Known Issue: The tooltip will not reflect these changes
Tyrael will now chat about his poor eating habits with less frequency

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CLASSES

Barbarian
Philosophy
To better support character builds based on a specific damage type we are changing the damage type of a few select runes. This is an ongoing goal - additional changes may be made in the future to any of our classes to make damage types an interesting consideration for character building.
Rend is being changed to make the damage more consistent. The difference between getting a Critical Hit or not on Rend made the ability too unpredictable. This is particularly important when the player has the option of reapplying the Damage over Time effect.
Finally, we are buffing the least used Fury spender - Seismic Slam. While there will always be a least used skill, we feel the aesthetic of Seismic Slam is very strong, and we would love for more people to enjoy using it. To this end we are making the skill mechanically easier to use as well as directly buffing the damage.
Active Skills
Frenzy
Skill Rune - Sidearm
Damage type changed from Physical to Cold
Overpower
Skill Rune - Crushing Advance
Damage type changed from Physical to Cold
Rend
Rather than rolling for a Critical Hit, Rend will now calculate an average damage augmented by your Critical Hit Chance and Critical Hit Damage on application and apply that damage evenly over the duration of the entire DoT
Note: Since the skill can no longer deal a Critical Hit, it will no longer trigger effects that occur on Critical Hit.
Revenge
Skill Rune - Best Served Cold
Damage type changed from Physical to Cold
Seismic Slam
Now also hits enemies in a 10 yard wide, 10 yard long area in front of you in addition to the existing cone
Base weapon damage increase from 550% to 620%
Altered the duration of the cast animation to be the same as most other Barbarian abilities.
Removed the short knock up
Will now ignore line of sight blockers (such as the walls created by the Waller monster affix) when dealing damage
Skill Rune - Permafrost
Weapon damage increased from 710% to 755%
Slow duration reduced from 2 seconds to 1 second
Skill Rune - Shattered Ground
Weapon damage increased from 710% to 735%
Changed the 5 yard knockback to a short knock up
Skill Rune - Stagger
Has been redesigned: Now reduces the Fury cost from 30 to 22
War Cry
Range increased from 50 to 100 yards
Whirlwind
Skill Rune - Hurricane
Damage type changed from Physical to Cold
Wrath of the Berserker
Skill Rune - Arreat's Wail
Damage type changed from Physical to Fire
Skill Rune - Striding Giant
Has been redesigned: Now reduces all damage taken by 50%
Passive Skills
Inspiring Presence
Range increased from 50 to 100 yards
Relentless
Now has a buff icon when it's active
The damage reduction provided will now be reflected in your Toughness

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Crusader
Philosophy
Crusaders should be the toughest class in the game and currently they are not. We've increased the 15% damage reduction to 30% to match that of the Monk and Barbarian. In addition we are removing the movement speed penalty on Heavenly Strength while also changing Fervor to be a very strong passive for Crusaders who want to play with a 1-handed weapon. Together these changes should solidify the Crusader fantasy of a powerful tank wielding a giant shield.
To better support character builds based on a specific damage type we are changing the damage type of a few select runes. This is an ongoing goal - additional changes may be made in the future to any of our classes to make damage types an interesting consideration for character building.
Akarat's Champion has been redesigned. Many of the runes were lackluster while Rally was both too strong but also promoted a style of play that consisted primarily of mashing buttons mindlessly. We've redesigned Rally and buffed the skill and all the other runes.
Overall builds that used certain skills such as Judgment - Resolved could do solid damage (though somewhat inconsistent), but if you did not take specific skills or have access to specific Legendary items the damage would fall behind. We are nerfing Judgment - Resolved significantly. A change this large is never easy but this was a mistake we should have caught.
To keep Crusader damage competitive we are buffing most of the Crusader's damage abilities across the board. While a few skills have come down slightly in damage, the vast majority are being increased, some by a large margin.
Fist of the Heavens and Blessed Shield both fill a similar role of being ranged multi target skills. In order to provide better differentiation we are adjusting Fist of the Heavens to be better at damaging a single target, with the area damage component being a peripheral bonus. To this end the damage of the primary strike of Fist of the Heavens has been increased, while the damage of the secondary bolts has been decreased.
Finally, we have done significant redesign to the Crusader's passive abilities. We feel there was an overall lack of interesting passive choices on the Crusader. Rather than try to simply change numbers on existing passives we've tried to provide interesting and compelling choices.
General
Crusaders now take 30% less damage from all sources
Active Skills
Akarat's Champion
Has been redesigned:
This skill now:
Increases your damage by 35%
Increases Wrath regeneration by 5 per second
Makes you immune to crowd control effects
Skill Rune - Embodiment of Power
Has been redesigned:
Now increases the bonus Wrath regeneration to 10 per second
Skill Rune - Fire Starter
Has been redesigned:
Dealing damage now burns enemies with the power of Akarat, for 460% weapon damage as Fire over 3 seconds
Skill Rune - Hasteful
Has been redesigned:
Now gain 15% attack speed while Akarat's Champion is active
Skill Rune - Prophet
Now also returns you to full health the first time you take fatal damage
Skill Rune - Rally
Has been redesigned:
Now reduces the remaining cooldown of your other abilities by 12 seconds when Akarat's Champion is activated
Blessed Hammer
Weapon damage increased from 200% to 320%
Skill Rune - Burning Wrath
Scorched ground weapon damage increased from 150% to 330% per second
Skill Rune - Icebound Hammer
Explosion weapon damage increased from 75% to 380%
Skill Rune - Thunderstruck
Arc weapon damage increased from 40% to 60%
Blessed Shield
Weapon damage increased from 340% to 430%
Skill Rune - Combust
Explosion weapon damage increased from 270% to 310%
Explosion radius increased from 8 to 10 yards
Skill Rune - Divine Aegis
Damage type changed from Holy to Physical
Skill Rune - Shattering Throw
Fragment weapon damage decreased from 333% to 170%
Bombardment
Rather than a random variance, there is now a static 0.35 second delay between Bombardment assaults. This should make the damage more consistent and more reliable.
Skill Rune - Annihilate
Damage type changed from Physical to Fire
Skill Rune - Mine Field
Damage type changed from Physical to Fire
Skill Rune - Targeted
Damage type changed from Physical to Holy
Bug Fix: Fixed an issue causing the proc coefficient to be lower than intended
Condemn
Skill Rune - Reciprocate
Damage type changed from Holy to Fire
Skill Rune - Shattering Explosion
Damage type changed from Holy to Physical
Bug Fix: Fixed an issue causing the proc coefficient to be lower than intended
Consecration
Skill Rune - Shattered Ground
Weapon damage increased from 95% to 155%
Damage from this rune can now trigger procs
Falling Sword
Weapon damage increased from 1100% to 1700%
Replaced the knockback effect with a small knock up
Skill Rune - Flurry
Sword weapon damage increased from 60% to 230%
Damage type changed from Physical to Holy
Skill Rune - Part the Clouds
Cloud weapon damage increased from 165% to 605%
Skill Rune - Rapid Descent
Damage type changed from Physical to Lightning
Skill Rune - Rise Brothers
Avatar weapon damage increased from 143% to 280%
Skill Rune - Superheated
Superheated ground weapon damage increased from 200% to 310% per second
Bug Fix: Fixed an issue causing the proc coefficient to be lower than intended
Bug Fix: Fixed an issue causing the impact to always deal Physical damage, regardless of the Rune chosen
Fist of the Heavens
Explosion weapon damage increased from 340% to 545%
Bolt weapon damage reduced from 340% to 255%
Skill Rune - Divine Well
Bolt weapon damage reduced from 80% to 40%
Skill Rune - Fissure
Fissure weapon damage increased from 400% to 410% over 5 seconds
Arc weapon damage reduced from 185% to 135%
Skill Rune - Heaven's Tempest
Weapon damage reduced from 150% to 100% per second
Damage type changed from Lightning to Fire
Skill Rune - Retribution
Pierce weapon damage reduced from 350% to 270%
Explosion weapon damage increased from 150% to 435%
Bolt weapon damage reduced from 350% to 185%
Minimum cast range removed
Damage type changed from Lightning to Holy
Heaven's Fury
Weapon damage increased from 1260% to 1710%
Skill Rune - Ascendency
Weapon damage increased from 1680% to 2766%
Skill Rune - Blessed Ground
Scorched ground weapon damage increased from 975% to 1550%
Skill Rune - Fires of Heaven
Weapon damage increased from 735% to 960%
Skill Rune - Split Fury
Weapon damage increased from 1440% to 1980%
Skill Rune - Thou Shalt Not Pass
Damage type changed from Holy to Lightning
Bug Fix: Fixed an issue causing the proc coefficient to be lower than intended
Iron Skin
Skill Rune - Explosive Skin
Weapon damage increased from 1050% to 1400%
Judgment
Skill Rune - Resolved
Critical Hit Chance bonus reduced from 80% to 20%
Justice
Weapon damage increased from 240% to 245%
Skill Rune - Burst
Explosion weapon damage increased from 30% to 60%
Skill Rune - Crack
Additional hammer weapon damage increased from 175% to 245%
Proc chance increased from 80% to 100%
Skill Rune - Hammer of Pursuit
Weapon damage increased from 300% to 335%
Damage type changed from Holy to Physical
Skill Rune - Sword of Justice
Damage type changed from Holy to Physical
Changed from 5 stacks of 3% Movement Speed to 3 stacks of 5% Movement Speed. Total bonus is still 15%, but can now be reached with fewer attacks.
Laws of Hope
Cooldown reduced to 30 seconds
Laws of Justice
Cooldown reduced to 30 seconds
Laws of Valor
Cooldown reduced to 30 seconds
Skill Rune - Answered Prayer
Has been redesigned: Now each enemy killed while the law is empowered increases the duration by 1 second, up to a maximum of 10 seconds
Phalanx
Weapon damage increased from 380% to 490%
Enemies can now be hit by multiple Phalanx avatars
Skill Rune - Bowmen
Weapon damage increased from 160% to 185%
Skill Rune - Bodyguard
Weapon damage increased from 285% to 560%
Skill Rune - Stampede
Reduced the distance enemies are knocked back
Skill Rune - Shield Bearers
Reduced the distance enemies are knocked back
Provoke
Bug Fix: Fixed an issue that allowed Provoke to proc other powers
Skill Rune - Charged Up
Bug Fix: The chance to deal damage is now, properly, based on the damaging power's proc coefficient
Punish
Weapon damage increased from 270% to 335%
Skill Rune - Fury
Damage type changed from Physical to Lightning
Skill Rune - Retaliate
Weapon damage dealt when you block increased from 94% to 140%
Damage type changed from Physical to Holy
Skill Rune - Roar
Explosion weapon damage increased from 40% to 75%
Bug Fix: Fixed an issue preventing the base attack from dealing Fire damage
Shield Bash
Shield Bash should now more reliably hit targets close to the Crusader
If Shield Bash causes the player to charge an enemy, the enemy will now be rooted for 1 second on cast
Shield Bash now has smart targeting
If you are targeting an area more than 10 yards away from you and click on nothing, the closest target to your click point, within 10 yards, will be charged
Skill Rune - Crumble
Damage type changed from Holy to Fire
Skill Rune - One on One
Damage type changed from Holy to Lightning
3 Second immobilize effect has been replaced with a 1.5 second stun
Skill Rune - Pound
Weapon damage increased from 740% to 1200%
Damage type changed from Holy to Physical
Should now always hit the chosen target
Skill Rune - Shattered Shield
Fragment weapon damage increased from 380% to 740%
Skill Rune - Shield Cross
Additional shield weapon damage increased from 135% to 155%
Damage type changed from Holy to Physical
Slash
Weapon damage increased from 190% to 230%
Skill Rune - Carve
Should now more reliably hit targets next to the Crusader
Skill Rune - Zeal
Increased maximum number of stacks from 5 to 10
Smite
Weapon damage increased from 165% to 175% to primary target
Weapon damage increased from 125% to 150% to secondary targets
Increased range to 30 yards
Now destroys destructible objects, but prioritizes enemies
Skill Rune - Shared Fate
Damage type changed from Holy to Lightning
Skill Rune - Shatter
Explosion weapon damage increased from 20% to 60%
Skill Rune - Surge
Has been redesigned:
Now increases the number of additional targets hit by 2
Steed Charge
Duration increased from 1.5 to 2 seconds
Steed Charge should now start its cooldown immediately when used
Steed Charge now goes through and destroys destructible objects and doors
Skill Rune - Draw and Quarter
Damage type changed from Physical to Holy
Skill Rune - Endurance
Increases the duration to 3 seconds up from 2 seconds
Sweep Attack
Weapon damage increased from 440% to 480%
Width of the cone increased from 120 to 180 degrees to match the visual
Skill Rune - Blazing Sweep
Additional weapon damage reduced from 170% to 120%
Damage over time from Blazing Sweep can now stack with itself
Skill Rune - Gathering Sweep
Damage type changed from Physical to Holy
Passive Skills
Fanaticism
New Passive Skill: Replaces Nephalem Majesty
Increases the attack speed of Justice, Punish, Slash, and Smite by 15%
Fervor
Has been redesigned:
While wielding a one-handed weapon, your attack speed is increased by 15% and all cooldowns are reduced by 15%
Finery
Has been redesigned:
Gain 1.5% Strength for every gem socketed into your gear
Heavenly Strength
Removed the movement speed penalty
Holy Cause
Damage bonus now applies to all weapons, not just Holy weapons
Indestructible
Has been redesigned:
When you receive fatal damage, you instead become immune to damage, gain 35% increased damage and (82,526 @L70) Life per Kill for 5 seconds
This effect may occur once every 60 seconds
Insurmountable
Has been redesigned:
Blocking an attack generates 6 Wrath
Iron Maiden
Has been redesigned:
Your Thorns has been increased by 50%
Nephalem Majesty
Has been removed
Towering Shield
Has been redesigned:
Increases the damage of Blessed Shield, Punish, and Shield Bash by 20%
Reduces the cooldown of Shield Glare by 30%
Vigilant
Increased Non-Physical damage reduction from 5% to 20%

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Demon Hunter
Philosophy
Demon Hunter survivability is lower than we would like. While the Demon Hunter is not as tough as other classes, this can be frustrating when taken to an extreme. The change to the Awareness passive is a first step; we will be keeping an eye on this and making additional changes as needed in the future. The Marauder's Set bonuses are attractive, but often the pets would get in each other's way or Sentries would not use your spenders often enough. To help improve this set's functionality, Companions have received collision box revisions and the rate at which Sentries use your Hatred spenders has been increased.
Active Skills
Companion
Companions's collision boxes should now more closely match their actual size, and allow them to more effectively surround enemies
Grenade
Will now more reliably explode when an enemy is near the thrown grenade
Explosion radius increased from 5 to 6 yards
Collision radius of the projectile has been significantly increased
Will now explode closer to your click location if it did not explode before reaching it
Max range increased from 45 to 75 yards
Hungering Arrow
Skill Rune - Devouring Arrow
Damage type changed from Physical to Cold
Passive Skills
Awareness
Has been redesigned: Armor is now increased by 30% of your Dexterity

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Monk
Philosophy
To better support character builds based on a specific damage type we are changing the damage type of a few select runes. This is an ongoing goal - additional changes may be made in the future to any of our classes to make damage types an interesting consideration for character building.
We want to give Monks more options for spending their Spirit. The damage on Wave of Light is being increased to encourage its use as an alternative to the existing popular Spirit spenders.
Active Skills
Crippling Wave
Skill Rune - Rising Tide
Damage type changed from Physical to Holy
Deadly Reach
Skill Rune - Keen Eye
Damage type changed from Physical to Fire
Skill Rune - Scattered Blows
Bug Fix: Fixed an issue preventing the first and second hits from dealing Lightning damage
Skill Rune - Strike from Beyond
Damage type changed from Physical to Cold
Fists of Thunder
Skill Rune - Bounding Light
Damage type changed from Lightning to Holy
Skill Rune - Lightning Flash
Has been removed
Skill Rune - Quickening
Damage type changed from Lightning to Physical
Skill Rune - Wind Blast
New Skill Rune: Replaces Lightning Flash
Every third hit Freezes enemies for 1 second
Deals Cold damage
Mantra of Conviction
Bug Fix: Fixed an issue causing this to provide less bonus damage than intended
Sweeping Wind
Skill Rune - Inner Storm
Damage type changed from Physical to Holy
Wave of Light
Impact weapon damage increased from 473% to 605%
Skill Rune - Blinding Light
Has been removed
Skill Rune - Explosive Light
Weapon damage increased from 731% to 830%
Damage type changed from Holy to Fire
Skill Rune - Numbing Light
New Skill Rune: Replaces Blinding Light
Critical Hits Freeze enemies for 4.5 seconds
Deals Cold damage
Skill Rune - Pillar of the Ancients
Has been redesigned:
Now deals 635% weapon damage as Lightning, followed by 785% weapon damage as Lightning over 3 seconds to enemies who remain in the area
Skill Rune - Wall of Light
Impact weapon damage increased from 709% to 870%
Damage type changed from Holy to Physical
Way of the Hundred Fists
Skill Rune - Blazing Fists
Damage type changed from Physical to Fire
Skill Rune - Hands of Lightning
Damage type changed from Physical to Lightning
Skill Rune - Spirited Salvo
Damage type changed from Physical to Holy

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Witch Doctor
Philosophy
To better support character builds based on a specific damage type we are changing the damage type of a few select runes. This is an ongoing goal - additional changes may be made in the future to any of our classes to make damage types an interesting consideration for character building.
We are changing the way Fetish Sycophants works. Previously it triggered while casting. This caused it to create twice as many fetishes with certain skills such as Firebats (which trigger on-cast effects at double the normal rate), and also create fetishes even when there was no target available. We want to preserve the existing Fetish builds while allow Fetish Sycophants to be combined with all skills in the Witchdoctor arsenal. Fetish Sycophants now works with all skills and triggers on hit rather than on cast. While this means you can no longer get fetishes by simply casting at nothing, you will now get more fetishes if casting against large groups of enemies. In the case of spells other than Firebats, you will generally get more Fetishes than before. In the case of Firebats, you will get less Fetishes than before versus 1-3 targets, and more fetishes than before when facing groups of 5 or more.
Haunt and Locust Swarm are being changed to make the damage more consistent. The difference between getting a Critical Hit or not made these abilities too unpredictable. This is particularly important when the player has the option of reapplying the Damage over Time effect.
The Witchdoctor sometimes had trouble keeping up in a party situation. At the same time, we feel each class should feel unique. To this end we are redesigning Fierce Loyalty to improve the Witchdoctor's mobility in a uniquely Witchdoctor way.
Active Skills
Corpse Spiders
Skill Rune - Leaping Spiders
Damage type changed from Physical to Poison
Skill Rune - Medusa Spiders
Damage type changed from Physical to Cold
Firebats
Initial cost reduced from 225 to 150 Mana
Skill Rune - Dire bats
Weapon damage increased from 300% to 495%
Skill Rune - Hungry Bats
Weapon damage increased from 350% to 635%
Skill Rune - Vampire Bats
Now increases the initial cost from 150 to 225 Mana
Gargantuan
Skill Rune - Humongoid
Damage type changed from Physical to Cold
Skill Rune - Bruiser
Damage type changed from Physical to Fire
Skill Rune - Wrathful Protector
Replaced the knockback effect with a small knock up
Bug Fix: All Gargantuan attacks and abilities now correctly benefit from +% Elemental Damage gear
Haunt
Jump distance increased to 70 yards
Rather than rolling for a Critical Hit, Haunt will now calculate an average damage augmented by your Critical Hit Chance and Critical Hit Damage on application and apply that damage evenly over the duration of the entire DoT
Note: Since the skill can no longer deal a Critical Hit, it will no longer trigger effects that occur on Critical Hit
Hex
Skill Rune - Angry Chicken
Replaced the knockback effect with a small knock up
Now allows you to walk through enemies while transformed
Skill Rune - Toad of Hugeness
Weapon damage increased from 24% to 580% per second
Damage type changed from Physical to Poison
Will now calculate your Critical Hit Chance and Critical Hit Damage on application and divide that damage evenly over the duration of the entire DoT
Note: As a side effect of this change, this skill will no longer proc "on crit" effects
Horrify
Radius increased from 12 to 18 yards
Cooldown reduced from 16 to 12 seconds
Duration reduced from 4 to 3 seconds
Now Immobilizes enemies
Skill Rune - Phobia
Removes the Immobilize effect
Locust Swarm
Rather than rolling for a Critical Hit, Locust Swarm will now calculate an average damage augmented by your Critical Hit Chance and Critical Hit Damage on application and apply that damage evenly over the duration of the entire DoT
Note: Since the skill can no longer deal a Critical Hit, it will no longer trigger effects that occur on Critical Hit
Piranhas
Skill Rune - Bogadile
Weapon damage increased from 840% to 1100%
Damage type changed from Poison to Physical
Spirit Walk
Now allows you to walk through obstacles created by the Waller monster affix
Wall of Zombies
Skill Rune - Offensive Line
Maximum cast range increased from 24 to 28 yards
Skill Rune - Unrelenting Grip
Damage type changed from Physical to Cold
Summon Zombie Dogs
Weapon damage per bite increased from 12% to 30%
Bug Fix: Bite damage dealt by Zombie Dogs now correctly benefits from +% Elemental Damage gear
Passive Skills
Fetish Sycophants
Now procs on hit rather than on cast, and will be affected by proc coefficients
The chance to summon has been increased from 5% to 10% to compensate
Fierce Loyalty
Has been redesigned:
Now while you have a Zombie Dog, Gargantuan, or Fetish following you and are not in combat, your movement speed is increased by 30%
Now also allows you to have 1 additional Zombie Dog summoned at a time
Spirit Vessel
Now allows you to go through obstacles created by the Waller monster affix while you are in the Spirit Realm
Zombie Handler
Now also increases your health by 20% in addition to your Zombie Dogs and Gargantuan

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Wizard
Philosophy
To better support character builds based on a specific damage type we are changing the damage type of a few select runes. This is an ongoing goal - additional changes may be made in the future to any of our classes to make damage types an interesting consideration for character building.
Wormhole is by far the most common rune choice on Teleport. While we like the functionality and frequency with which it allows you to cast Teleport, we do not like the frustration it sometimes produces: players are often left clicking wildly, feeling punished for misclicks, or increased frustration if you find yourself up against an obstacle that wastes your second and third Teleport. To improve this experience we are reducing the cooldown on Teleport to 11 seconds and changing Wormhole to only give one additional cast, but increasing the window of time you have to use your second Teleport to 3 seconds. This affords the same number of Teleport casts overall as before while allowing you to be more thoughtful and deliberate about how to use your second Teleport. With the base cooldown on Teleport coming down to 11 seconds, all runes should now be more appealing. While the effect on some runes has been reduced, this should be more than made up for by the reduced cooldown in all cases.
Active Skills
Archon
Skill Rune - Arcane Destruction
Has been renamed Combustion
Skill Rune - Combustion
Damage type changed from Arcane to Fire
Explosion now deals Fire damage
Converts all of Archon's abilities to Fire damage
Skill Rune - Pure Power
Damage type changed from Arcane to Lightning
Converts all of Archon's abilities to Lightning damage
Skill Rune - Slow Time
Damage type changed from Arcane to Cold
Converts all of Archon's abilities to Cold damage
Hydra
Skill Rune - Blazing Hydra
Bug Fix: Damage now properly scales with attack speed
Magic Weapon
Skill Rune - Force Weapon
Knockback effect has been removed
Meteor
Skill Rune - Molten Impact
Impact area increased from 12 to 20 yards
Slow Time
Bug Fix: Fixed an issue causing Slow Time to persist after its caster died or expired
Teleport
Cooldown reduced from 16 to 11 seconds
Skill Rune - Safe Passage
Damage reduction reduced from 27% to 25%
Skill Rune - Wormhole
Delay before the cooldown begins increased from 1 to 3 seconds
Maximum number of allowed teleports reduced from 3 to 2
Skill Rune - Reversal
Now also reduces the remaining cooldown to 1 second if you use Teleport to return to your original location
Skill Rune - Fracture
Decoy duration reduced from 8 to 6 seconds
Skill Rune - Calamity
Weapon damage reduced from 252% to 175%
Stun duration reduced from 1.5 to 1 second

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ITEMS

Legendary potions may now be traded with other players who were present for the drop for up to 2 hours after the item is acquired
Cinder Switch
The fireball proc now deals 250% weapon damage, up from a flat amount of approximately 750 damage at level 70
Bug Fix: Fixed an issue causing this item to ignore its internal cooldown
Istvan's Paired Blades
Fixed an issue preventing The Slanderer and Little Rogue from dropping for Barbs and Monks
Pride's Fall
Bug Fix: Fixed an issue causing the Pride's Fall buff to persist indefinitely while a Unity was also equipped
Puzzle Ring
The goblins have been scouring Sanctuary for better loot to drop:
Legendary drop chance doubled
Rare items dropped will now always have six affixes
The counter for picking up normal-quality items will now persist through death, act transitions, and un-equipping the item
It still will not persist across game sessions
The goblin will now play a sound when its counter reaches max and it drops an item
Sanguinary Vambraces
The Thorns damage dealt by these bracers will now benefit from your main stat damage increase at a 25% rate, as normal Thorns damage does
Radius reduced from 25 to 15 yards
Spectrum
Bug Fix: Fixed an issue preventing this item from having a chance to drop off a certain unique monster
Tasker and Theo
Will now reduce the time between Hydra attacks
Windforce
Bug Fix: Fixed an issue preventing the knockback effect from activating the Strong Arm bracers Legendary Power
Class-Specific Items
Barbarian
Might of the Earth
Bug Fix: Fixed an issue that allowed Earthquakes caused by this set to generate Fury via the Earthen Might passive
Crusader
Level 70 Legendary Crusader Shields now roll with higher Block Amount ranges than level 70 Magic and Rare Crusader Shields
This change will affect existing Legendary Crusader Shields
Fate of the Fell
Fixed an issue preventing the damage from multiple Heaven's Fury beams from stacking
Hellskull
Has been redesigned: Now grants you 10% increased damage while wielding a two-handed weapon
Demon Hunter
Danetta's Spite
Clones now deal 25% weapon damage instead of the attacks being a purely cosmetic effect
Embodiment of the Marauder
The frequency at which Hatred spenders are cast by your sentries has been increased; the rate varies by Hatred Spender, but overall your sentries should be using them about twice as often as before
Hatred spenders cast by Sentries now receive the benefits of the corresponding +% damage affixes on items
The Cloak of the Garwulf
The buff applied by this item will now display the correct number of wolves
Monk
Inna's Mantra
Bug Fix: Fixed an issue preventing the four-piece set bonus from working properly
Witch Doctor
Level 70 Legendary Mojos now roll with higher damage ranges than level 70 Magic and Rare Mojos
This change will affect existing Legendary Mojos
The Grin Reaper
Images summoned by the Grin Reaper are now more aggressive and use a larger arsenal of your skills
The Tall Man's Finger
Damage dealt by the single dog that is summoned is now significantly greater than the damage of your individual dogs combined
Wizard
Level 70 Legendary Orbs now roll with higher damage ranges than level 70 Magic and Rare Orbs
This change will affect existing Legendary Orbs
Atrophy
Bug Fix: Fixed an issue causing this item to have lower damage values than intended
Chantodo's Will
Bug Fix: Fixed an issue causing this item to have the incorrect number of primary and secondary stats
Vyr's Amazing Arcana
Will now choose which element to use based on the player's highest +% Elemental Damage type
Bug Fix: Fixed an issue preventing the set bonus from properly granting the effects of the Pure Power and Improved Archon runes
Bug Fixes
+% Damage on weapons will now correctly apply to all +% elemental types of damage instead of just Physical
Level 70 Legendary shields now roll with higher Block Amount ranges than level 70 Magic and Rare shields
This change will affect existing Legendary shields
Fixed an issue that could sometimes cause bracers to roll a Critical Chance affix that was far below its level range during enchanting
Fixed an issue that allowed several auto-casted Legendary item powers to trigger proc effects
Fixed an issue that allowed Legendary items to roll from higher stat ranges than were appropriate for their level

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ADVENTURE MODE

Horadric Caches
Now have an increased chance to drop Legendary items on Torment II - VI
Bounty Rewards
Lowered rewards for Hell Rift Bounties in Act IV
Kadala
Can now drop Torment only Legendary items
Will now always give you weapon types that your character can equip with an emphasis on class specific weapon types
Bug Fix: Fixed an issue causing Kadala to sometimes give common quality Crusader Shields
Nephalem Rifts
Increased the number of Blood Shards that can drop from Horadric Caches
The number of Blood Shards dropped by Rift Guardians on Torment II - VI now increases with each level of difficulty

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CRAFTING

Greatly increased the drop rate of Legendary crafting plans
Plan: Reaper's Wraps
Malthael will now always drop the plan for Reapers' Wraps when killed at level 60 or higher if the player does not have the recipe, instead of only on the first kill
Blacksmith
Legendary crafted recipes no longer require specific Common armors or weapons and instead now require Common crafting materials
Jeweler
Sovereign Rings and Amulets now require Marquise gems instead of Imperial gems
Unsocket costs for top tier gems have been reduced
Flawless Imperial: 150k to 125k gold
Royal: 250k to 150k gold
Flawless Royal: 500k to 175k gold
Mystic
It is no longer possible for the same affix to be randomly selected as the replacement for both of your new rolls
When Enchanting an item, the original affix will now be forced into the pool of possible replacement affixes
This will allow Legendary items with affixes that are normally unavailable on that slot to roll for that affix when Enchanting
Bug Fix: Fixed an issue preventing items from being properly marked as enchanted when starting the Enchanting process

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FOLLOWERS

Followers are now available at level 1 in Adventure Mode
Templar
Inspire
Reduced Wrath regeneration from 1.8 to 1.1 per second

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MONSTERS

Chiltara will now spawn more often
Reduced the clickable height of the Death Maiden
Champions and Rares can no longer spawn with four of the following monster affixes and the frequency at which they can spawn with three has been reduced
Arcane Enchanted
Desecrator
Fire Chains
Frozen
Frozen Pulse
Molten
Mortar
Orbiter
Plagued
Poison Enchanted
Wormhole
Champions and Rares can no longer spawn with both Plagued and Desecrator at the same time

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USER INTERFACE

Friends who are currently playing Diablo III will now be sorted to the top of the friends list
Legendary items received from Kadala will now broadcast to the clan
Elite kill messages will now also appear in single player games
Bug Fixes
Fixed an issue preventing the icons for Health Wells and Pools of Reflection from properly updating states on the minimap
Fixed an issue that could somtimes cause icons on the minimap to display their unusable state when players were temporarily unable to use them, when using Steed Charge for example
Fixed an issue that could prevent your cursor from being displayed in fullscreen mode if high dpi was detected

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BUG FIXES

Fixed an issue that could cause lag for clan members when a large amount of Legendary items were identified via the Book of Cain
Fixed an issue that allowed players to continue to send requests to start boss encounters after one had already been sent to the group
Fixed an issue preventing Resource Cost Reduction from being considered when determining whether or not you have the minimum resources necessary to cast a spell
Fixed an issue that could sometimes cause Teleport powers to prevent quests from progressing

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If you are experiencing technical issues with the patching process, connecting to Battle.net after installing the patch, or errors while playing a newly-patched game, please visit our support site or post in the Technical Support forum for assistance.
 
Takes no time to level one now. Just start a game on T6 with your low level Crusader. Invite your level 70 buddy and destroy things. The low level character has to start the group for it to work unless they fixed it in this last patch.

Dont do that, that takes forever. Join the Power Leveling community.

Their are bounties that self-complete, like Fools Gold from act 2? maybe act 3?.

Just make a game on T6 and look for the specific bounties. Once you find one you announce it to the community and people request to join your game. You run to kick off the bounty (in the case of fools gold you just run and talk to the NPC then TP back to town) Everyone just stands together and the bounty will complete giving everyone T6 exp.

Its a group effort, you keep creating games and when you dont have the bounty up if someone else does join their game. It took me 3 hours to get 1-70
 
Dont do that, that takes forever. Join the Power Leveling community.

Their are bounties that self-complete, like Fools Gold from act 2? maybe act 3?.

Just make a game on T6 and look for the specific bounties. Once you find one you announce it to the community and people request to join your game. You run to kick off the bounty (in the case of fools gold you just run and talk to the NPC then TP back to town) Everyone just stands together and the bounty will complete giving everyone T6 exp.

Its a group effort, you keep creating games and when you dont have the bounty up if someone else does join their game. It took me 3 hours to get 1-70

Presumably the community has links to Reddit or somewhere that explains this? Is there a list of the bounties to look for? I could handle 3 hours of that for a L70 toon.
 
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I powerleveled my buddy last night and I got him to level 65 in no time just running the campaign on Torment 6. Your way does seem neat and easy though. ;) I was on a pitifully geared WD without pets. Just ran around spamming Locust Swarm.
 

Hmm so they made my fetish build more position and fast moving dependent. You used to pre-fight be able to stand there and get some fetishes before you move in, but now its dependent on actually hitting a target with firebats to spawn a fetish. The increase to 10% is scary high, if a WD is positioned right, with the increased chance now WD can have double the fetishes they had before which effectively doubles their damage.
 
I have 300+ on my wizard and 75+ on my DH.

My point was that if they are going to stick with BoA they should to give us more FOCUSED farming for what we are looking for. What the drop rate or anything like that should be I don't know. The fact that you can't trade and are subject to the RNG is just stupid once you hit the gear wall (which generally means you are smoking T1 and can do T2). For my wizard I need a lvl 70 tals chest piece as any other chest piece I find is not an upgrade to my lvl 60 because of the attack speed on Tals.

Who cares if someone farms a complete set in some short amount of time? I don't get people with this game, first it was all rage against the AH which was just a good replacement for spamming the trade chat channel. Now we have no way to get the gear we want unless the RNG gods decide to give it to us and you are concerned how fast someone else gets it? It doesn't matter if you trade what you find for what you need, you would have still farmed it.

Still playing this game because of the carrot on the stick, but looking forward to tiered rifts.
I understand what you mean about who cares if someone farms a set in a short amount of time. And I don't care really. But I imagine Blizzard does. They want someone to keep playing the game, and if it was easy to farm the best items in a short amount of time, people would get bored and quit.

They buffed caches + Kadala again with the patch though so it should be easier to get the specific set pieces you want now :)
 
Oh Diablo... new patch... new possibilities. Happening since 1995.

I also learned though the last few post that SOJ and RRoG are BIS rings. Did not know that.

Is there a good site that outlines the BIS stuff? My dumbass didn't even pay close enough attention to the elite and elemental damage modifies that can roll.
 
Opened a rift, tried to go in it. then game crashed instantly.

Just got into a rift, crashed seconds after... wtf?
 
...but now its dependent on actually hitting a target with firebats to spawn a fetish...

All correct except for the "with firebats" part. I think firebats is going to be one of the worst options for spawning fetishes now since ALL spells spawn them on hit. I'd suspect that Rhen'Ho with toads is going to be a pretty sweet way to go. To be seen is whether pets and "hits" from stuff like Locust Swarm are going to proc it...which would be insane.

Opened a rift, tried to go in it. then game crashed instantly.

Just got into a rift, crashed seconds after... wtf?

Yup, pretty common issue in the forums. Rifts are crashing people left and right.
 
All correct except for the "with firebats" part. I think firebats is going to be one of the worst options for spawning fetishes now since ALL spells spawn them on hit. I'd suspect that Rhen'Ho with toads is going to be a pretty sweet way to go. To be seen is whether pets and "hits" from stuff like Locust Swarm are going to proc it...which would be insane.



Yup, pretty common issue in the forums. Rifts are crashing people left and right.

Theres no change to fire bats which means it still ticks twice as fast, which will still keep it as the top option
 
Theres no change to fire bats which means it still ticks twice as fast, which will still keep it as the top option

But you have to actually be hitting things. Reports from the forums are that vamp bats suck to generate fetishes now and Rain of Toads is generally acknowledged as the fastest. Casting Rain of Toads into a Piranhado full of enemies is said to generate piles of fetishes. People are also reporting that they can generate fetishes so fast now that they're hitting fetish limits and it's despawning their fetish army, making Zuni's set kind of pointless.
 
But you have to actually be hitting things. Reports from the forums are that vamp bats suck to generate fetishes now and Rain of Toads is generally acknowledged as the fastest. Casting Rain of Toads into a Piranhado full of enemies is said to generate piles of fetishes. People are also reporting that they can generate fetishes so fast now that they're hitting fetish limits and it's despawning their fetish army, making Zuni's set kind of pointless.

If thats the case than Increased attack speed is significantly lower priority for WD gearing now
 
If thats the case than Increased attack speed is significantly lower priority for WD gearing now

Yup, for sure. Apparently there's now a cap of 15 fetishes (army + sycophants) also, even further lowering the priority of attack speed.
 
Wow, they buffed the crap out of my crusader and especially the skills I've been playing with. That Puzzle Ring buff is sweet too although mine really rolled crappy.
 
Game is extremely unstable right now. I'd advise against playing HC, or at all if you can help it.

Setting your game audio to 'stereo' supposedly fixes the rift zone-in crashes, but it doesn't help the ~1 hour timed crashes at all.

On the bright side an undocumented changed on WD's is that the jump range on haunt has been SIGNIFICANTLY increased. It used to be after haunt killed an enemy it would have to be literally touching it to jump - now haunt will jump all the way across the screen to a new target. Together with the DOT crit changes, my WD is clearing faster than ever.
 
Rifts crashing left and right. LOL

Seriously though, this is stupid.

The DH is NERFED yet again. the armor upgrade for awareness is a DOWNGRADE. so I get 2500 more armor. I now take 66% MORE hits than I used to. well, not really, but I still now take significantly more hits thus negating the armor bonus. Basically noticed in mobs that I'm not dodging as much and the armor is not improving me as much as hoped. End result is 5 mil toughness gain and even faster white mob death.

Also they decided that farming act 4 hell rift was a no no so they nerfed the gain. I mean seriously, how many people are capable of playing t6 to make this effective? I see 96 active games at most on a public level...
 
Rifts crashing left and right. LOL

Seriously though, this is stupid.

The DH is NERFED yet again. the armor upgrade for awareness is a DOWNGRADE. so I get 2500 more armor. I now take 66% MORE hits than I used to. well, not really, but I still now take significantly more hits thus negating the armor bonus. Basically noticed in mobs that I'm not dodging as much and the armor is not improving me as much as hoped. End result is 5 mil toughness gain and even faster white mob death.

Also they decided that farming act 4 hell rift was a no no so they nerfed the gain. I mean seriously, how many people are capable of playing t6 to make this effective? I see 96 active games at most on a public level...

Did they nerf exp or just added elite? if latter it isn't too bad, Khazra had elite. But fury gen got nerfed so its probably impossible for me to farm t6 comfortably now.
 
XP nerf + elite. While it can be done, they effectively made it less appealing that a t5 rift group run is much more xp efficient in the same time spent farming.
 
Hmm so they made my fetish build more position and fast moving dependent. You used to pre-fight be able to stand there and get some fetishes before you move in, but now its dependent on actually hitting a target with firebats to spawn a fetish. The increase to 10% is scary high, if a WD is positioned right, with the increased chance now WD can have double the fetishes they had before which effectively doubles their damage.

I dont see anything in the patch notes about fetish army being touched.
But, i have zuni, and it seems like my fetishes actually die now. When pre patch they would never die.
Can anyone confirm whether or not fetish army has been nerfed?

i like the changes to sycophants, i can build a huge fetish army in no time.
but as stated, it seems like my fetish army dies before the cool down is even done.
 
I dont see anything in the patch notes about fetish army being touched.
But, i have zuni, and it seems like my fetishes actually die now. When pre patch they would never die.
Can anyone confirm whether or not fetish army has been nerfed?

i like the changes to sycophants, i can build a huge fetish army in no time.
but as stated, it seems like my fetish army dies before the cool down is even done.

Sycophants spawning will replace Fetish Army pets. That might be what is happening to you. It caps out at 15 Fetishes now, which isn't hard to create even if you never cast Fetish Army.
 
Definitaly noticed increased drop rates last night from Kadala AND in game.

Got two legdary plans and at least one Leg/Set piece per rift run. I was really pleased.

I crashed at the one hour mark. Hopefully the maintenance today fixes that issue.
 
Only played for an hour, got my first pair of nemesis bracers. Got a belt, random chest piece all trash.

Kadala gave me a replacement Nat's slayer which was slightly better damage wise, but not by a significant amount.

Mixed feelings on it.
 
I started up a crusader last night. Fun shit.

I agree. I found quite a few items for my crusader on my WD (lol). So I decided to gear up my lvl 70 sader that I had power leveled previously.

Super fun, he can manage T1/T2 pretty well. Just need better wrath generation. I currently have about 45% Cooldown reduction on him. Using fate of the fell.
 
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